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Re: Random Ideas Sun, 01 October 2006 15:05 Go to previous messageGo to previous message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

Yeah. Armor needs to drop in cost/DP quite a bit. Even if the cost per dp is better than for shields, it's still heavy.

Hull Notes (from things I've tried in Star Ed)

Also, why bother putting shield/armor slots on freighter hulls? If you want a freighter that can take mine hits, cut the galleon down to three engines and use that.

Reduce the germanium cost of med freighter and possibly boost its cargo/fuel capacity. Reduce cargo capacity of privateer to 50kt and decrease Iron cost - it can fill the role of a utility ship or alternative warship.

Privateer

---------[_______]
---------[gen-p_1]----[_shield]
---------[_______]----[elect__]
[________][//////////][mech_1_]
[engine_1][cargo 50kt]--------
[________][//////////][armor__]
---------[_______]----[scanner]
---------[gen-p_1]----[el_mc 1]
---------[_______]

Turn the Destroyer's Armor 2 slot into a Shield/Armor 2. Maybe switch the Destroyer and Frigate tech levels.

The result of these changes would affect the feel of the early warfare - if DD/FF techs are reversed, you'd start out having to choose between the quick agile frigate or the tough and flexible but heavy privateer or wait for the destroyer.
The privateer could also take over the frigate's utility role, ie, as minelayer, minesweeper, etc. The frigate would still make a better fast scanning ship though. And freighters would actually be freighters!


[Updated on: Sun, 01 October 2006 15:13]

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